EDBT 2026 Demo / reviewers in the wild / expert
Yuheng Jiang
dblp:189/3296
· DBLP profile ↗
17ranked-venue papers
7as first author
16since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 6 first-author · 13 since 2021Artificial intelligence and machine learning · 7 · 4 first-author · 7 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021Computer networks · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | An efficient hyperspectral classification model for foodborne pathogens based on fractional-order differentiation lightweight deep learning and membership broad learning
Chengbiao Fu, Yuheng Jiang, Anhong Tian |
Expert Syst. Appl. | 2 |
| 2025 | RePerformer: Immersive Human-centric Volumetric Videos from Playback to Photoreal ReperformanceabstractHuman-centric volumetric videos offer immersive free-viewpoint experiences, yet existing methods focus either on replaying general dynamic scenes or animating human avatars, limiting their ability to re-perform general dynamic scenes. In this paper, we present RePerformer, a novel Gaussian-based representation that unifies playback and re-performance for high-fidelity human-centric volumetric videos. Specifically, we hierarchically disentangle the dynamic scenes into motion Gaussians and appearance Gaussians which are associated in the canonical space. We further employ a Morton-based parameterization to efficiently encode the appearance Gaussians into 2D position and attribute maps. For enhanced generalization, we adopt 2D CNNs to map position maps to attribute maps, which can be assembled into appearance Gaussians for high-fidelity rendering of the dynamic scenes. For re-performance, we develop a semantic-aware alignment module and apply deformation transfer on motion Gaussians, enabling photo-real rendering under novel motions. Extensive experiments validate the robustness and effectiveness of RePerformer, setting a new benchmark for playback-then-reperformance paradigm in human-centric volumetric videos. Project page: https://moqiyinlun.github.io/Reperformer/. Yuheng Jiang, Zhehao Shen, Zhuo Su 0006, Yingliang Zhang, Marc Habermann, Lan Xu 0003 |
CVPR | 1 |
| 2025 | BEAM: Bridging Physically-based Rendering and Gaussian Modeling for Relightable Volumetric Video
Yize Wu, Zhehao Shen, Yuheng Jiang, Yingliang Zhang, Qiang Hu 0003, Jingyi Yu 0001, Lan Xu 0003 |
ACM Multimedia | 5 |
| 2025 | Topology-Aware Optimization of Gaussian Primitives for Human-Centric Volumetric VideosabstractVolumetric video is emerging as a key medium for digitizing the dynamic physical world, creating the virtual environments with six degrees of freedom to deliver immersive user experiences. However, robustly modeling general dynamic scenes, especially those involving topological changes while maintaining long-term tracking remains a fundamental challenge. In this paper, we present TaoGS, a novel topology-aware dynamic Gaussian representation that disentangles motion and appearance to support, both, long-range tracking and topological adaptation. We represent scene motion with a sparse set of motion Gaussians, which are continuously updated by a spatio-temporal tracker and photometric cues that detect structural variations across frames. To capture fine-grained texture, each motion Gaussian anchors and dynamically activates a set of local appearance Gaussians, which are non-rigidly warped to the current frame to provide strong initialization and significantly reduce training time. This activation mechanism enables efficient modeling of detailed textures and maintains temporal coherence, allowing high-fidelity rendering even under challenging scenarios such as changing clothes. To enable seamless integration into codec-based volumetric formats, we introduce a global Gaussian Lookup Table that records the lifespan of each Gaussian and organizes attributes into a lifespan-aware 2D layout. This structure aligns naturally with standard video codecs and supports up to 40× compression. TaoGS provides a unified, adaptive solution for scalable volumetric video under topological variation, capturing moments where “elegance in motion” and “Power in Stillness”— delivering immersive experiences that harmonize with the physical world. Project page: https://guochch.github.io/TaoGS/. Yuheng Jiang, Yize Wu, Shengkun Zhu, Zhehao Shen, Yingliang Zhang, Shaohui Jiao, Zhuo Su 0006, Lan Xu 0003, Marc Habermann, Christian Theobalt |
SIGGRAPH Asia | 1 |
| 2025 | BMCH: Blockchain-enhanced multidimensional behavior scoring and privacy-preserving cluster head election scheme for the internet of vehicles
Yuheng Jiang, Yanglei Gao, Puwadol Oak Dusadeerungsikul |
Ad Hoc Networks | 2 |
| 2024 | HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian SplattingabstractWe have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently ren-dering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this pa-per, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance ren-dering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to en-force subsequent constraints. Then, we utilize a 4D Gaus-sian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demon-strate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead. Project page: https://nowheretrix.github.io/HiFi4G/. Yuheng Jiang, Zhehao Shen, Penghao Wang 0003, Zhuo Su 0006, Yingliang Zhang, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 1 |
| 2024 | Event-Based Head Pose Estimation: Benchmark and Method
Jiahui Yuan, Hebei Li, Yansong Peng, Jin Wang 0023, Yuheng Jiang, Yueyi Zhang 0001, Xiaoyan Sun 0001 |
ECCV (15) | 5 |
| 2024 | Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric VideosabstractVolumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed DualGS , for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips. Project page: https://nowheretrix.github.io/DualGS/. Yuheng Jiang, Zhehao Shen, Yize Wu, Yingliang Zhang, Jingyi Yu 0001, Lan Xu 0003 |
ACM Trans. Graph. | 1 |
| 2023 | Instant-NVR: Instant Neural Volumetric Rendering for Human-object Interactions from Monocular RGBD StreamabstractConvenient 4D modeling of human-object interactions is essential for numerous applications. However, monocular tracking and rendering of complex interaction scenarios remain challenging. In this paper, we propose Instant-NVR, a neural approach for instant volumetric human-object tracking and rendering using a single RGBD camera. It bridges traditional non-rigid tracking with recent instant radiance field techniques via a multi-thread tracking-rendering mechanism. In the tracking front-end, we adopt a robust human-object capture scheme to provide sufficient motion priors. We further introduce a separated instant neural representation with a novel hybrid deformation module for the interacting scene. We also provide an on-the-fly reconstruction scheme of the dynamic/static radiance fields via efficient motion-prior searching. Moreover, we introduce an online key frame selection scheme and a rendering-aware refinement strategy to significantly improve the appearance details for online novel-view synthesis. Extensive experiments demonstrate the effectiveness and efficiency of our approach for the instant generation of human-object radiance fields on the fly, notably achieving real-time photo-realistic novel view synthesis under complex human-object interactions. Project page: https://nowheretrix.github.io/Instant-NVR/. Yuheng Jiang, Kaixin Yao, Zhuo Su 0006, Zhehao Shen, Haimin Luo, Lan Xu 0003 |
CVPR | 1 |
| 2022 | NeuralHOFusion: Neural Volumetric Rendering under Human-object Interactionsabstract4D modeling of human-object interactions is critical for numerous applications. However, efficient volumetric capture and rendering of complex interaction scenarios, especially from sparse inputs, remain challenging. In this paper, we propose NeuralHOFusion, a neural approach for volumetric human-object capture and rendering using sparse consumer RGBD sensors. It marries traditional non-rigid fusion with recent neural implicit modeling and blending advances, where the captured humans and objects are layer-wise disentangled. For geometry modeling, we propose a neural implicit inference scheme with non-rigid key-volume fusion, as well as a template-aid robust object tracking pipeline. Our scheme enables detailed and complete geometry generation under complex interactions and occlusions. Moreover, we introduce a layer-wise human-object texture rendering scheme, which combines volumetric and image-based rendering in both spatial and temporal domains to obtain photo-realistic results. Extensive experiments demonstrate the effectiveness and efficiency of our approach in synthesizing photo-realistic free-view results under complex human-object interactions. Yuheng Jiang, Suyi Jiang, Guoxing Sun 0001, Zhuo Su 0006, Minye Wu, Jingyi Yu 0001, Lan Xu 0003 |
CVPR | 1 |
| 2022 | A New Algorithm to Derive High Performance and Low Hardware Cost DCT for HEVCabstractOwing to its good compression ability, discrete cosine transform (DCT) is widely used in signal processing, including high-efficiency video coding (HEVC). For efficient implementation, approximate DCTs and integer DCTs were proposed, but the challenge in the tradeoff between coding performance and implementation cost always exists. To solve this problem, this article proposes a new algorithm to derive Int-DCT with good coding performance and low hardware cost. To address the multiobjective optimization problem, we extract information from the initially shortlisted transform matrices to derive the weighting factors for the different matrices properties. Those properties having a higher impact to the performance are assigned with higher weights and vice versa. Subsequently, an efficient search algorithm is proposed to shortlist those candidates which can lead to better coding performance evaluated by the proposed measure. Last but not the least, a splitting method is proposed to search the efficient extended double-base number system (EDBNS) representation of the coefficients for hardware implementation and select the solution which encounters the lowest cost. The experimental results in ASIC demonstrate that the implementation area and power cost of designs by the new algorithm are reduced by at least 11.1% and 17.5% for 32-point transform, respectively, over other competing algorithms. Meanwhile, the transforms generated by the proposed algorithm causes negligible impact to coding performance compared to the original transforms in HEVC. Yuheng Jiang, Jiajia Chen 0002 |
IEEE Trans. Comput. Aided Des. Integr. Circuits Syst. | 1 |
| 2022 | Artemis: articulated neural pets with appearance and motion synthesisabstractWe, humans, are entering into a virtual era and indeed want to bring animals to the virtual world as well for companion. Yet, computer-generated (CGI) furry animals are limited by tedious off-line rendering, let alone interactive motion control. In this paper, we present ARTEMIS, a novel neural modeling and rendering pipeline for generating ARTiculated neural pets with appEarance and Motion synthesIS. Our ARTEMIS enables interactive motion control, real-time animation, and photo-realistic rendering of furry animals. The core of our ARTEMIS is a neural-generated (NGI) animal engine, which adopts an efficient octree-based representation for animal animation and fur rendering. The animation then becomes equivalent to voxel-level deformation based on explicit skeletal warping. We further use a fast octree indexing and efficient volumetric rendering scheme to generate appearance and density features maps. Finally, we propose a novel shading network to generate high-fidelity details of appearance and opacity under novel poses from appearance and density feature maps. For the motion control module in ARTEMIS, we combine state-of-the-art animal motion capture approach with recent neural character control scheme. We introduce an effective optimization scheme to reconstruct the skeletal motion of real animals captured by a multi-view RGB and Vicon camera array. We feed all the captured motion into a neural character control scheme to generate abstract control signals with motion styles. We further integrate ARTEMIS into existing engines that support VR headsets, providing an unprecedented immersive experience where a user can intimately interact with a variety of virtual animals with vivid movements and photo-realistic appearance. Extensive experiments and showcases demonstrate the effectiveness of our ARTEMIS system in achieving highly realistic rendering of NGI animals in real-time, providing daily immersive and interactive experiences with digital animals unseen before. We make available our ARTEMIS model and dynamic furry animal dataset at https://haiminluo.github.io/publication/artemis/. Haimin Luo, Teng Xu 0008, Yuheng Jiang, Chenglin Zhou, Qiwei Qiu, Yingliang Zhang, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 3 |
| 2022 | Human Performance Modeling and Rendering via Neural Animated MeshabstractWe have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets. Fuqiang Zhao, Yuheng Jiang, Kaixin Yao, Jiakai Zhang, Haizhao Dai, Yuhui Zhong, Yingliang Zhang, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 2 |
| 2021 | NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering Using RGB Camerasabstract4D reconstruction and rendering of human activities is critical for immersive VR/AR experience. Recent advances still fail to recover fine geometry and texture results with the level of detail present in the input images from sparse multi-view RGB cameras. In this paper, we propose Neural-HumanFVV, a real-time neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of human activities in arbitrary novel views. We propose a neural geometry generation scheme with a hierarchical sampling strategy for real-time implicit geometry inference, as well as a novel neural blending scheme to generate high resolution (e.g., 1k) and photo-realistic texture results in the novel views. Furthermore, we adopt neural normal blending to enhance geometry details and formulate our neural geometry and texture rendering into a multi-task learning framework. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and photo-realistic free view-point reconstruction for challenging human performances. Xin Suo, Yuheng Jiang, Pei Lin, Yingliang Zhang, Minye Wu, Lan Xu 0003 |
CVPR | 2 |
| 2021 | Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactionsabstract4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging human-object interactions scenarios. In this paper, we propose a neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of both human and objects under challenging interaction scenarios in arbitrary novel views, from only sparse RGB streams. To deal with complex occlusions raised by human-object interactions, we adopt a layer-wise scene decoupling strategy and perform volumetric reconstruction and neural rendering of the human and object. Specifically, for geometry reconstruction, we propose an interaction-aware human-object capture scheme that jointly considers the human reconstruction and object reconstruction with their correlations. Occlusion-aware human reconstruction and robust human-aware object tracking are proposed for consistent 4D human-object dynamic reconstruction. For neural texture rendering, we propose a layer-wise human-object rendering scheme, which combines direction-aware neural blending weight learning and spatial-temporal texture completion to provide high-resolution and photo-realistic texture results in the occluded scenarios. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and texture reconstruction in free viewpoints for challenging human-object interactions. Guoxing Sun 0001, Xin Chen 0040, Yizhang Chen, Anqi Pang, Pei Lin, Yuheng Jiang, Lan Xu 0003, Jingyi Yu 0001, Jingya Wang 0001 |
ACM Multimedia | 6 |
| 2021 | iButter: Neural Interactive Bullet Time Generator for Human Free-viewpoint RenderingabstractGenerating "bullet-time" effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effects. Our iButter approach consists of a real-time preview and design stage as well as a trajectory-aware refinement stage. During preview, we propose an interactive bullet-time design approach by extending the NeRF rendering to a real-time and dynamic setting and getting rid of the tedious per-scene training. To this end, our bullet-time design stage utilizes a hybrid training set, light-weight network design and an efficient silhouette-based sampling strategy. During refinement, we introduce an efficient trajectory-aware scheme within 20 minutes, which jointly encodes the spatial, temporal consistency and semantic cues along the designed trajectory, achieving photo-realistic bullet-time viewing experience of human activities. Extensive experiments demonstrate the effectiveness of our approach for convenient interactive bullet-time design and photo-realistic human free-viewpoint video generation. Pei Lin, Yuheng Jiang, Xin Suo, Minye Wu, Lan Xu 0003, Jingyi Yu 0001 |
ACM Multimedia | 4 |
| 2016 | Unsupervised PolSAR image classification using boundary-preserving region division and region-based affinity propagation clusteringabstractThis paper presents a new method for polarimetric synthetic aperture radar (PolSAR) image classification. Firstly, to get a reasonable edge strength map, polarimetric information is used in edge strength calculation, and watershed algorithm is used to obtain the oversegmentation using the edge strength. Secondly, a searching table is used to determine the most suitable region to be merged. Finally, region-based affinity propagation clustering is employed to achieve an initial classification map, and the method provides an adjacent Wishart classifier with spatial relations to obtain the final classification result. Biao Hou, Yuheng Jiang, Bo Ren 0001, Zaidao Wen, Shuang Wang 0001, Licheng Jiao |
IGARSS | 2 |